/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Manor;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.PlaySound;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.util.Rnd;

import org.apache.commons.logging.Log;
import org.apache.commons.logging.LogFactory;

/**
 * @author l3x
 */
public class Sow implements ISkillHandler {
	private static Log _log = LogFactory.getLog(Sow.class.getName());
	private static final SkillType[] SKILL_IDS = { SkillType.SOW };
	private L2PcInstance _activeChar;
	private L2MonsterInstance _target;
	private int _seedId;

	public void useSkill(L2Character activeChar, L2Skill skill,
			L2Object[] targets) {
		if (!(activeChar instanceof L2PcInstance))
			return;
		_activeChar = (L2PcInstance) activeChar;
		L2Object[] targetList = skill.getTargetList(activeChar);
		if (targetList == null)
			return;
		if (_log.isDebugEnabled())
			_log.info("Casting sow");
		for (int index = 0; index < targetList.length; index++) {
			if (!(targetList[0] instanceof L2MonsterInstance))
				continue;
			_target = (L2MonsterInstance) targetList[0];
			if (_target.isSeeded()) {
				_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
				continue;
			}
			if (_target.isDead()) {
				_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
				continue;
			}
			if (_target.getSeeder() != _activeChar) {
				_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
				continue;
			}
			_seedId = _target.getSeedType();
			if (_seedId == 0) {
				_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
				continue;
			}
			L2ItemInstance item = _activeChar.getInventory().getItemByItemId(
					_seedId);
			// Consuming used seed
			_activeChar.destroyItem("Consume", item.getObjectId(), 1, null,
					false);
			SystemMessage sm = null;
			if (calcSuccess()) {
				_activeChar
						.sendPacket(new PlaySound("Itemsound.quest_itemget"));
				_target.setSeeded();
				sm = new SystemMessage(
						SystemMessageId.THE_SEED_WAS_SUCCESSFULLY_SOWN);
			} else
				sm = new SystemMessage(SystemMessageId.THE_SEED_WAS_NOT_SOWN);
			if (_activeChar.getParty() == null)
				_activeChar.sendPacket(sm);
			else
				_activeChar.getParty().broadcastToPartyMembers(sm);
			// TODO: Mob should not agro on player, this way doesn't work really
			// nice
			_target.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
		}
	}

	private boolean calcSuccess() {
		// TODO: check all the chances
		int basicSuccess = L2Manor.getInstance().isAlternative(_seedId) ? 20
				: 90;
		int minlevelSeed = 0;
		int maxlevelSeed = 0;
		minlevelSeed = L2Manor.getInstance().getSeedMinLevel(_seedId);
		maxlevelSeed = L2Manor.getInstance().getSeedMaxLevel(_seedId);
		int levelPlayer = _activeChar.getLevel(); // Attacker Level
		int levelTarget = _target.getLevel(); // taret Level
		// 5% decrease in chance if player level
		// is more then +/- 5 levels to _seed's_ level
		if (levelTarget < minlevelSeed)
			basicSuccess -= 5;
		if (levelTarget > maxlevelSeed)
			basicSuccess -= 5;
		// 5% decrease in chance if player level
		// is more than +/- 5 levels to _target's_ level
		int diff = levelPlayer - levelTarget;
		if (diff < 0)
			diff = -diff;
		if (diff > 5)
			basicSuccess -= 5 * (diff - 5);
		// chance can't be less than 1%
		if (basicSuccess < 1)
			basicSuccess = 1;
		int rate = Rnd.nextInt(99);
		return rate < basicSuccess;
	}

	public SkillType[] getSkillIds() {
		return SKILL_IDS;
	}
}
